How Much Profit Do Osrs Shooting Stars Yield Per Hour?

Estimating gp per hour from cashing in star dust in Old School RuneScape, especially after the mining rework. Is it consistent or heavily reliant on competition?
2026-02-03 21:44:25
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TaraMoore
TaraMoore
Bibliophile Lawyer
For OSRS, profit per hour from shooting stars varies a lot based on your Mining level, competition, and the size of the star. I’d say you can average maybe 100-300k per hour from stardust if you find good spots, but it’s a very low-intensity activity. It's a decent background task while reading something engaging—'THE MAFIA'S PRICE' actually works for that. It’s a modern crime story where the tension often comes from the protagonist having to maintain a calm, routine front while under immense internal pressure, so it matches that waiting-and-grinding vibe.
2026-08-04 21:03:46
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Ruby
Ruby
Story Finder Firefighter
Crunching the numbers for 'Shooting Stars' in 'Old School RuneScape' always sparks a little spreadsheet in my head. If I had to put a practical, realistic range on profit per hour, I’d say roughly 300k to 1.2m gp/hr depending on how hard you push it and how cooperative the world distribution is. That gap sounds huge because the activity is massively variable: a quiet world where you can hop to fresh chunks and mine non-stop will lean toward the top end, while crowded worlds, slow travel, and low mining levels drag you down. A simple way I think about it is: estimate how many stars you can strip per hour (which varies wildly), multiply by your average net value per star (loot + exchange value minus supplies/time), and adjust for downtime like walking and banking.

Honestly, in one of my more obsessive phases I tracked a few sessions and saw patterns. If each star effectively nets you around 8–12k gp after all conversions (this is a ballpark — current prices and what you personally keep change it), and you manage 50–80 cleanable stars an hour with efficient hopping and decent gear, you’re in that 400k–900k gp/hr sweet spot. Push to get better at spotting fresh falls, use fast teleports and lightweight gear, and you can occasionally touch or exceed 1m gp/hr on a great spawn night. Conversely, if you're mining slowly, getting interrupted by other players, or spending chunks of time traveling between falls, you can easily be under 300k.

A few practical tweaks that helped me raise my hourly: increase mining level if you plan to grind for XP too (it improves throughput), bring the best pickaxe you can wield, learn efficient world-hopping routes, and keep a teleport handy to minimize walking. Also, check the Grand Exchange prices before you start so you know the value of star-loot at that moment — the market does change. I mostly play shooting stars as a relaxing hybrid of decent XP and decent gp; it’s not the most reliable moneymaker compared to some bosses or high-level skilling methods, but it’s one of my favorite low-pressure ways to make bank and feel productive at the same time.
2026-02-06 01:05:27
15
Tate
Tate
Library Roamer Chef
Numbers and rhythm are what I love about activities like 'Shooting Stars' — it’s like a tempo you get into. On average I figure most folks can expect somewhere between 400k and 800k gp per hour if they’re competent and the spawns aren’t awful. That assumes decent mining levels, a good pickaxe, minimal walking, and moderate player competition. If you’re casual and stop for chats or bank often, the lower side of that range is more realistic.

A quick mental model I use: how many star nodes can I realistically clear per hour when I’m focused? If that’s 40–60, and each cleared node ends up being worth about 10k gp on average After You convert or sell the loot, the math puts you right in the middle of the 400k–600k range. Tiny shifts — a couple more hops per hour, faster teleports, or better pickaxe — move you upward. I also keep an eye on how valuable the rewards actually are that week; prices fluctuate, and sometimes it’s worth switching activities.

For me it’s less about squeezing every gp and more about the steady flow of rewards while I multitask: listen to a podcast, chat with clanmates, and chip away. It’s a comfortable grind that pays decently and doesn’t demand intense focus, which is why I keep going back when I want to relax and still make some bank.
2026-02-06 08:32:56
24
IvyWade
IvyWade
Sharp Observer Lawyer
Most guides will tell you 200k-300k, and they're not wrong. But they often gloss over the startup. You need a decent Mining level to access better pay-dirt (higher mining level = more dust per tick), and you really want the celestial ring for the invisible +4 boost and the chance at double dust. Without that ring, your yields are lower. So a level 60 miner without the ring might be looking at the lower end of that scale, while a level 90 with a charged celestial ring might consistently hit the upper end.

Also, consider the market. If everyone starts mass selling soft clay packs, the price could dip slightly, affecting profit. It's been stable for ages though, because the demand from construction training is constant. All in all, it's a steady, low-risk, low-effort income stream. It won't make you a billionaire, but it'll reliably add a few hundred thousand to your coffers for an hour of mostly-AFK play, which is more than you can say for a lot of other AFK activities in the game.
2026-07-31 03:15:22
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LukeCook
LukeCook
Story Interpreter Student
I'm still trying to figure out how the telescope works. Every time I think I've got a location, it's already gone.
2026-08-03 06:04:31
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4 Answers2025-11-06 12:47:13
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What is the best method to mine osrs shooting stars?

2 Answers2026-02-03 17:46:39
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How long do osrs shooting stars stay after impact?

2 Answers2026-02-03 16:52:21
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5 Answers2025-11-04 11:37:01
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2 Answers2025-11-24 07:42:52
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2 Answers2026-02-03 19:53:15
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8 Answers2026-02-03 17:39:19
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3 Answers2026-01-31 00:07:33
I still geek out when the Grand Exchange prices wobble — nature runes are one of those items that never really leaves the conversation. Right now (thinking in general terms rather than a live readout), nature runes usually sit somewhere in the ballpark of about 700 to 1,200 gp per rune depending on weekend swings, update-driven demand, and how many people are doing skilling runs or bossing. That means per 1k runes you're typically looking at roughly 700k to 1.2M gp; a pretty wide range, but useful for quick mental math when I'm deciding whether to flip or hold. If I want to put numbers on it for a trade, I’ll usually pick a mid-range estimate like 850–950 gp each as a working price and then adjust. So at 900 gp per rune, 1k costs 900k. When I flip, I watch the buy and sell offers closely — the spread can eat your profit if you try to move too much at once. Also keep an eye out for big supply events: new clue scroll metas, double XP weekends, or any update that boosts demand for nature-runed spells can push the price up fast. Personally, I prefer breaking large sells into several 1–5k chunks to avoid depressing the price, and I check a live tracker before committing to anything. It’s fun to watch the little ripples in price and try to time them right — makes the GE feel like a living market.

How much XP does cave horror osrs give per kill?

8 Answers2026-07-28 05:16:08
If you're clearing the caves in 'Old School RuneScape' and wondering about the XP payoff, I can help break it down. Cave horrors give a flat 125 Slayer experience per kill (this is the base XP you receive when you land the final blow). That XP is applied to your Slayer skill specifically, and it doesn't change if you're wearing a Slayer helmet or similar gear — those items affect accuracy and damage, not the XP amount. I usually track XP to judge whether a task is worth sticking with, and cave horrors sit in that middle-ground sweet spot: not insanely fast XP like some higher-level creatures, but consistent and reliable if you can chain kills quickly. If you're optimizing XP/hr, factor in travel time, inventory swaps, and whether you're using methods that speed up kills (like safe-spotting with ranged or using a cannon where it's allowed). Lamps, XP cards, or bonus XP events are separate and add on top of this base; the 125 XP remains the baseline per cave horror kill. On a personal note, I enjoy cave horror tasks because they're steady and you can relax a bit while grinding — the XP per kill isn't huge, but the rhythm makes for a satisfying evening of slayer work.
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